21:51handmade_sim_region.cpp: Introduce the concept of the player being within regions of space

21:51handmade_sim_region.cpp: Introduce the concept of the player being within regions of space

21:51handmade_sim_region.cpp: Introduce the concept of the player being within regions of space

26:25Blackboard: Specifying the traversable area of the stairwell

26:25Blackboard: Specifying the traversable area of the stairwell

26:25Blackboard: Specifying the traversable area of the stairwell

27:34handmade_sim_region.cpp: Continue writing the inclusion check

27:34handmade_sim_region.cpp: Continue writing the inclusion check

27:34handmade_sim_region.cpp: Continue writing the inclusion check

42:03Blackboard: Checking to see if two rectangles intersect

42:03Blackboard: Checking to see if two rectangles intersect

42:03Blackboard: Checking to see if two rectangles intersect

46:42handmade_sim_region.cpp: Write RectanglesIntersect

46:42handmade_sim_region.cpp: Write RectanglesIntersect

46:42handmade_sim_region.cpp: Write RectanglesIntersect

49:55HandleCollision between the Hero and a Stairwell

49:55HandleCollision between the Hero and a Stairwell

49:55HandleCollision between the Hero and a Stairwell

51:33Try passing through the stairwell

51:33Try passing through the stairwell

51:33Try passing through the stairwell

51:53Debugger: Step into HandleCollision

51:53Debugger: Step into HandleCollision

51:53Debugger: Step into HandleCollision

53:46handmade.cpp: Make AddCollisionRule return a boolean which states whether or not the entity was already added

53:46handmade.cpp: Make AddCollisionRule return a boolean which states whether or not the entity was already added

53:46handmade.cpp: Make AddCollisionRule return a boolean which states whether or not the entity was already added

55:46handmade_sim_region.cpp: Record the fact that you've added a collision rule if it's new

55:46handmade_sim_region.cpp: Record the fact that you've added a collision rule if it's new

55:46handmade_sim_region.cpp: Record the fact that you've added a collision rule if it's new

57:27handmade.cpp: Intrdouce RemoveCollisionRule

57:27handmade.cpp: Intrdouce RemoveCollisionRule

57:27handmade.cpp: Intrdouce RemoveCollisionRule

59:07handmade.h: Introduce pairwise_collision_rule_flag

59:07handmade.h: Introduce pairwise_collision_rule_flag

59:07handmade.h: Introduce pairwise_collision_rule_flag

1:00:29TODO(casey): Transient collision rules! Clear based on flag

1:00:29TODO(casey): Transient collision rules! Clear based on flag

1:00:29TODO(casey): Transient collision rules! Clear based on flag

1:03:04Q&A

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1:03:04Q&A

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1:03:04Q&A

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1:04:43Q: Why did you decide to code at, like, 4?

1:04:43Q: Why did you decide to code at, like, 4?

1:04:43Q: Why did you decide to code at, like, 4?

1:05:20Q: Glad to see the A-A B-B collision detection code come up. Took me way too long to figure that one out

1:05:20Q: Glad to see the A-A B-B collision detection code come up. Took me way too long to figure that one out

1:05:20Q: Glad to see the A-A B-B collision detection code come up. Took me way too long to figure that one out

1:09:50Q: You mentioned yesterday about choosing between two ways to solve the problem of large entities that overlap the sim region but are not in the selected chunks. It looked to me like you could use both solutions. If the entity is larger than the max entity size, still allow it and use the add it twice approach. Would this get you all the advantages of both with neither of the disadvantages?

1:09:50Q: You mentioned yesterday about choosing between two ways to solve the problem of large entities that overlap the sim region but are not in the selected chunks. It looked to me like you could use both solutions. If the entity is larger than the max entity size, still allow it and use the add it twice approach. Would this get you all the advantages of both with neither of the disadvantages?

1:09:50Q: You mentioned yesterday about choosing between two ways to solve the problem of large entities that overlap the sim region but are not in the selected chunks. It looked to me like you could use both solutions. If the entity is larger than the max entity size, still allow it and use the add it twice approach. Would this get you all the advantages of both with neither of the disadvantages?

1:11:36Q: Would it make sense to just put a wall of 1/3rd the length on each side of the stairwell to handle the collision?

1:11:36Q: Would it make sense to just put a wall of 1/3rd the length on each side of the stairwell to handle the collision?

1:11:36Q: Would it make sense to just put a wall of 1/3rd the length on each side of the stairwell to handle the collision?

1:12:15Q: Is the TODO list in the platform layer a more or less comprehensive list of changes you would do before shipping, or are there some additional things one should note?

1:12:15Q: Is the TODO list in the platform layer a more or less comprehensive list of changes you would do before shipping, or are there some additional things one should note?

1:12:15Q: Is the TODO list in the platform layer a more or less comprehensive list of changes you would do before shipping, or are there some additional things one should note?

1:12:42Q: Yesterday you mentioned that when jumping up to a chunk above, the character would jump over the ground level Z=0 and then come down, however, since the jump code is making the Z position go to 0 from negative, wouldn't the character be pushed up to 0 as soon as it reached the low side of the upper chunk, and won't this cause problems when trying to move the character up the stairs?

1:12:42Q: Yesterday you mentioned that when jumping up to a chunk above, the character would jump over the ground level Z=0 and then come down, however, since the jump code is making the Z position go to 0 from negative, wouldn't the character be pushed up to 0 as soon as it reached the low side of the upper chunk, and won't this cause problems when trying to move the character up the stairs?

1:12:42Q: Yesterday you mentioned that when jumping up to a chunk above, the character would jump over the ground level Z=0 and then come down, however, since the jump code is making the Z position go to 0 from negative, wouldn't the character be pushed up to 0 as soon as it reached the low side of the upper chunk, and won't this cause problems when trying to move the character up the stairs?

1:13:57Q: All of the these algorithms all specify convex shapes. Is there anything usable for concave shapes, or is it usually always the case that it's better to just split up a concave shape into multiple convex shapes?

1:13:57Q: All of the these algorithms all specify convex shapes. Is there anything usable for concave shapes, or is it usually always the case that it's better to just split up a concave shape into multiple convex shapes?

1:13:57Q: All of the these algorithms all specify convex shapes. Is there anything usable for concave shapes, or is it usually always the case that it's better to just split up a concave shape into multiple convex shapes?

1:15:11Q: About the TODO list, you mentioned a while back that you want to code some sort of zooming out that would let you see entities outside the sim region

1:15:11Q: About the TODO list, you mentioned a while back that you want to code some sort of zooming out that would let you see entities outside the sim region

1:15:11Q: About the TODO list, you mentioned a while back that you want to code some sort of zooming out that would let you see entities outside the sim region